public override void executeAction()
 {
     foreach (Chara chara in targetList)
     {
         if (!chara.isEnemy && chara.HPcurr > 0)
         {
             StatusEffect se = new Ef_SpdDOWN();
             se.InitializeSE(level, dur);
             chara.InflictStatus(se);
         }
     }
 }
Example #2
0
 public override void executeAction()
 {
     foreach (Chara chara in targetList)
     {
         if (!chara.isEnemy && chara.HPcurr > 0)
         {
             StatusEffect se  = new Ef_Stun();
             StatusEffect se2 = new Ef_SpdDOWN();
             se.InitializeSE(8, 3);
             se2.InitializeSE(5, 4);
             chara.InflictStatus(se);
             chara.InflictStatus(se2);
             chara.TakeDamage(CalculateDamage(source.atk, chara));
         }
     }
 }
    public override void executeAction()
    {
        List <Chara> viableTargets = new List <Chara>();

        foreach (Chara chara in targetList)
        {
            if (!chara.isEnemy && chara.HPcurr > 0)
            {
                viableTargets.Add(chara);
            }
        }
        target = viableTargets[Random.Range(0, viableTargets.Count)];
        StatusEffect se = new Ef_SpdDOWN();

        se.InitializeSE(spdDownLevel, spdDownDur);
        target.InflictStatus(se);
        se = new Ef_HPDOWN();
        se.InitializeSE(sickLevel, sickDur);
        target.InflictStatus(se);
    }
    public override void executeAction()
    {
        StatusEffect se  = new Ef_AtkDOWN();
        StatusEffect se2 = new Ef_SpdDOWN();
        StatusEffect se3 = new Ef_DefDOWN();

        se.InitializeSE(level, dur);
        se2.InitializeSE(level, dur);
        se3.InitializeSE(level, dur);

        List <Chara> viableTarget = new List <Chara>();

        foreach (Chara chara in targetList)
        {
            if (!chara.isEnemy && chara.HPcurr > 0)
            {
                viableTarget.Add(chara);
            }
        }
        target = viableTarget[Random.Range(0, viableTarget.Count)];
        target.InflictStatus(se);
        target.InflictStatus(se2);
        target.InflictStatus(se3);
    }